Emerging research and trends in gamification

This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives

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Bibliographic Details
Other Authors: Gangadharbatla, Harshavardhan (Editor), Davis, Donna Z. 1959- (Editor)
Format: Book
Language:English
Published: Hershey, PA Information Science Reference, An Imprint of IGI Global [2016]
Series:Advances in multimedia and interactive technologies (AMIT) book series
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Call Number :GV 1201.38 .E447 2016

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245 0 0 |a Emerging research and trends in gamification  |c [edited by] Harsha Gangadharbatla and Donna Z. Davis 
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300 |a xii, 455 pages  |b illustrations  |c 29 cm 
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490 1 |a Advances in multimedia and interactive technologies (AMIT) book series 
500 |a "Premier reference source"---Book cover 
504 |a Includes bibliographical references and index 
505 0 |a Ambiguous play: towards a broader concept of gamification / Nathan Hulsey -- "A spoonful of game design makes the work-out more fun": essential game design elements for use in gamified applications / William R. Upchurch, Susan M. Wildermuth -- Gaining reward vs. avoiding loss: when does gamification stop being fun? / Selcen Ozturkcan, Sercan Sengün -- Development of the "hybrid interactive rhetorical engagement" (H.I.R.E.) scale: implications for digital gamification research / Yowei Kang -- Gamification in market research: promises, results, and limitations / Kartik Pashupati, Pushkala Raman -- Gamification of human resource processes / Jared Z. Ferrell [and 4 others] -- Gamifying recruitment, selection, training, and performance management: game-thinking in human resource management / Michael B. Armstrong, Richard N. Landers, Andrew B. Collmus -- Three perspectives on video game learning: behaviorism, cognitivism, and constructivism / Zeynep Tanes -- Leveling up the classroom: a theoretical approach to education gamification / Michael D. Hanus, Carlos Cruz -- Gamification of the classroom: potential, pitfalls, and practices / Darcy Osheim -- A framework for collaboration among game designers and social change makers: multiplayer missions that matter / Marty Kearns, Meredith Wise -- Digital development and international aid: are games changing the world? / Jolene Fisher -- Gamified self: factors influencing self-tracking technology acceptance / Rachelle DiGregorio, Harsha Gangadharbatla -- Games and quizzes in online journalism: reaching users via interactivity and customization / Bartosz W. Wojdynski -- The gamification of journalism / Raul Ferrer Conill, Michael Karlsson 
520 |a This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives 
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650 0 |a Games  |x Social aspects  |x Research 
650 0 |a Computer games  |x Social aspects  |x Research 
700 1 |a Gangadharbatla, Harshavardhan  |e editor 
700 1 |a Davis, Donna Z.  |d 1959-  |e editor 
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